Jump to content

Lrm Light Mechs


44 replies to this topic

#21 Dagada Moor

    Member

  • PipPipPip
  • The Hitman
  • The Hitman
  • 99 posts
  • LocationGainesville, Florida

Posted 11 February 2014 - 03:04 AM

Catalina,
You can get 2 LRM5's and a medium laser with 125 Armour ,max everywhere but head, with a XL 180. You will have 2 tons ammo and plenty of speed after speed tweek. I found this to be the best variant for 3S.
You have 36shots and medium laser to get more c-bills and Xp. I really didn't, want to drop speed but with tweek it isn,t that much of a lost.

#22 Catalina Steiner

    Member

  • PipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 2,119 posts
  • Google+: Link
  • LocationNagelring Academy

Posted 11 February 2014 - 10:58 AM

I feel very glad about most of the posts here. Even if I know that this is an unconventional kind of building lights, I feel happy if some of you found back the joy of driving a light mech.

#23 SpiralFace

    Member

  • PipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 1,151 posts
  • LocationAlshain

Posted 11 February 2014 - 11:07 AM

There is nothing wrong with LRM light set ups, but it also has to come with the realization that LRM's are not a damage to weight efficient weapon.

LRMs typically are a utility, and the ability to cockpit shake / stun opponents even with a few LRM 5's makes for a great utility mech, but at the same time, they are not going to do much damage compared to their counterparts.

But, lights can get those nice flanking positions and really bug the heck out of opponents.

Working as a team, they have a place, but in single drop PUG's, its going to be tough to capitalize on their strength without making up for their weakness'

#24 Osric Lancaster

    Member

  • PipPipPipPipPipPip
  • 447 posts

Posted 11 February 2014 - 03:23 PM

I enjoy sticking an LRM5 or SRM4 in the NARC tube of my 3L from time to time. It's completely useless against AMS, but hilarious in some situations. If nothing else I'm burning the AMS ammo off enemy 'Mechs and making them panic needlessly. At best I'm doing a little damage and screwing with their ability to TAG me at range. Whatever the case it's hilarious. PGI the 3L launcher is great. Never change it.

http://mwo.smurfy-ne...f79bac84c2d2687

View Post1453 R, on 09 February 2014 - 11:50 AM, said:

Clearly, I need to start a thread on this somewhere PGI can see it. Because adjusting tonnage values of Clan LRm launchers is absolutely ridiculous and cannot be allowed to go through. Thanks for the heads-up, Seph.

God's speed man. Personally I'd just drop the damage of cLRMs to .85 damage per. missile and give them a near-ballistic flight path. I hope that you get through to them.

#25 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 11 February 2014 - 03:48 PM

View PostOsric Lancaster, on 11 February 2014 - 03:23 PM, said:

I enjoy sticking an LRM5 or SRM4 in the NARC tube of my 3L from time to time. It's completely useless against AMS, but hilarious in some situations. If nothing else I'm burning the AMS ammo off enemy 'Mechs and making them panic needlessly. At best I'm doing a little damage and screwing with their ability to TAG me at range. Whatever the case it's hilarious. PGI the 3L launcher is great. Never change it.

http://mwo.smurfy-ne...f79bac84c2d2687


God's speed man. Personally I'd just drop the damage of cLRMs to .85 damage per. missile and give them a near-ballistic flight path. I hope that you get through to them.

Consider this, you are burning up their AMS at an accelerated rate, better than any other method possible because it must kill EVERY missile, and activates on every volley.

#26 990Dreams

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,908 posts
  • LocationHotlanta

Posted 11 February 2014 - 05:31 PM

Introducing... The Fireball Throwing Wizard!
Spoiler

Introducing... The Coolest Jenner Ever! Literally!
Spoiler

Introducing... Caesium Oxide! aka Explosions!
Spoiler

Edited by DavidHurricane, 11 February 2014 - 05:52 PM.


#27 Spiketail Drake

    Member

  • PipPipPip
  • 92 posts

Posted 11 February 2014 - 05:49 PM

DavidHurricane, that Jenner build can be done just as good if you drop the CASE and 2 JJ: http://mwo.smurfy-ne...a6a82619a21486a

Still fairly cool at 67%, but you aren't helpless when you run out if ammo. You could even swap the MLs for a TAG and 2 SL to make even more of the LRMs.

#28 990Dreams

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,908 posts
  • LocationHotlanta

Posted 11 February 2014 - 05:57 PM

View PostSpiketail Drake, on 11 February 2014 - 05:49 PM, said:

but you aren't helpless when you run out if ammo.


I market boats, and the concern of a true boat is not what happens when you are out of ammo. Take the CTP-A1 for example.

But, if you want a fast boating Mech with Lazer Gunz

Introducing... The LRM 20 X5!

Edited by DavidHurricane, 11 February 2014 - 06:07 PM.


#29 CrashieJ

    Member

  • PipPipPipPipPipPipPipPip
  • 1,435 posts
  • LocationGalatea (Mercenary's Star)

Posted 11 February 2014 - 06:05 PM

thanks to this thread I have seen a hard recurrance of mechs sporting AMS.

nice

#30 Xtrekker

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 865 posts
  • LocationOn your six

Posted 11 February 2014 - 06:07 PM

Posted Image

#31 TB Freelancer

    Member

  • PipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 783 posts
  • LocationOttawa

Posted 11 February 2014 - 07:09 PM

View Post1453 R, on 09 February 2014 - 11:50 AM, said:

So...what you're saying - or rather, what Garth is saying - is that Piranha is, instead, going to hang the middle finger at every single OmniMech chassis ever, because all of them have an LRM-equipped configuration somewhere, and all of those configurations are based on the current weight/critslot count of the launchers. Ergo, 'giant middle finger'-ing at the weight of CLRMs is also completely invalidating any configuration relying on those numbers...LIKE THE PRIMARY CONFIGURATION OF THE MOST ICONIC BATTLETECH MACHINE EVER.


Yeah well, considering what they did with the heat scale and how many iconic IS mechs are already f**ked because of it, is it really that surprising?

Just take a look at the Awesome 8Q and how opposite of awesome it is. It stalls out in 10 seconds flat, 14 when mastered. The Hunchback 4P stalls out in 8 seconds, 10 mastered.

EDIT: What kills me is that in all the previous titles, stock builds were decent, not as good as a customized mech, but decent. In MWO, certain types of builds are just horribly gimped.

Considering that clan mechs tend to run hotter...well...we're going to see some massive amounts of nerd rage going on....

Edited by TB Freelancer, 11 February 2014 - 07:11 PM.


#32 kesuga7

    Member

  • PipPipPipPipPipPipPipPip
  • The Challenger
  • The Challenger
  • 1,022 posts
  • LocationSegmentum solar - Sector solar - Subsector sol - Hive world - "Holy terra"

Posted 16 February 2014 - 03:20 AM

perhaps the lrm 20 TAG ,bap/1 small 121 kph trebuchet could pass as a light? :ph34r:
http://mwo.smurfy-ne...19d85c21104b03f

or the lrm 30 117 kph version with no other equipment but lrm's - can drop one lrm 15 to a 10 for 2 tonns
http://mwo.smurfy-ne...79d041542ba1313

also the lrm 20 128 kph treb with only lrm's and lrm ammo or lrm 15 treb going 133 kph
or the er large -2 small -1 medium- lrm 10 - 128 kph treb
http://mwo.smurfy-ne...7c5c4f2f0f97f60

or the 4 mids - lrm 15 - 128 kph treb - drop engine or a medium to a small for leg armor
http://mwo.smurfy-ne...57046b3e26600bb\

anyway on topic :angry:
the small size and maneuverability of light mechs definitely allow them to get in good flanking positions to lrm enemy
nothing like sneaking up on some guys camping a hill and lrm'ing from behind

Edited by kesuga7, 16 February 2014 - 03:28 AM.


#33 jper4

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,884 posts

Posted 17 February 2014 - 06:52 AM

i used the Locust 3S LRM Dingy (cause it's too small to be a boat) for a while msyelf for that exact same "i'm bored waiting for this cap to finish" reason and works good for most maps. then i'd die the moment another light got into range of me. so i swapped out one lrm 5 for an srm 4, now i'm at dual srm 4s and am doing more damage that way and can defend myself against non spider lights pretty well. may go back to the 1 and 1 one of these days cause i like the idea of a Locust that thinks it's a LRM boat.

however the lrm 5 light may get it's LRMs ignored or eaten by enemy AMS but at the same time it can serve as an indirect scout and ECM detector. fire that 1 LRM 5 at the one guy who wandered too far from the ecm- watch five sets of AMS open up on it and "guys there's at least 5 mechs over that ridge with at least 1 ecm". all without actually having to see the mechs and risk getting shot at. granted the 3M and whatever firestarter has dual AMS is going to throw that count off but if it keeps that guy who says "ooh mech by itself. CHARGE!" from charging into 5 enemy mechs then it's worth it.

#34 Caswallon

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 540 posts
  • LocationArboris

Posted 17 February 2014 - 07:30 AM

[Disclaimer] I just skimmed this thread and didn't see this mentioned:

A LRM Locust makes for a really good "Trainer" Locust. What I mean by that is it helps you recall that IT IS NOT A JENNER... If you get in close and get hit your prolly dead real quick.

Over the x2 weekend the wife asked my help to master out her Phoenix Locusts, I got her to start off with a twin LRM 3s with the admonition "Do not get deliberately close to the enemy until your ammo bin is empty" And it worked, she scored better than 100 damage most matches and was able to get the skills that she wanted. Oh and a couple of kills with those dinky LRMS to boot!

Each mech plays a bit differently from each other. The "Good Mech/Bad Mech" argument doesn't make much sense to a non competitive player like me as you really can have fun (without meaning to Troll) in any chassis.

Who knows when (if) Tonnage limits hit we'll be glad somebody posted a thread like this as we'll have some sort of build for the Lo-cost to make some sort of contribution to the team with.

#35 Suzano

    Member

  • PipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 1,416 posts

Posted 17 February 2014 - 07:54 AM

View PostCatalina Steiner, on 09 February 2014 - 04:28 PM, said:

It seems as you know a lot about this issue. But as I said, I'm pushing back assaults, I killed mechs with LRMs and certainly I annoyed them, emptied the enemy AMS' and opened them for REAL LRM fire. That's all a fact.

My best weapon ever was and currently is being underestimated. So at least I should thank you for your post. :)


My Atlas and I will be ready for you when ever you are. ;)

#36 Lohmis

    Member

  • PipPip
  • The Wrench
  • The Wrench
  • 21 posts
  • LocationUSA

Posted 14 December 2015 - 03:31 PM

This has been the most fun I've had in a while, I have never seen so much hate and adoration in drops before...

Ladies and Gentlemen, The Loxide

http://mwo.smurfy-ne...31fcbba9ea72451

#37 Fox With A Shotgun

    Member

  • PipPipPipPipPipPipPipPip
  • Bridesmaid
  • 1,646 posts

Posted 14 December 2015 - 03:46 PM

KFX-PRIME LRM40

More than a Treb could carry. Clan LRM lights work!

#38 levitas

    Member

  • PipPipPipPipPipPip
  • The Virulent
  • The Virulent
  • 266 posts

Posted 14 December 2015 - 03:47 PM

So the jenner iic will be able to go fast (150kph) with 6xlrm5 and 900 missiles or 1530 if you make it go 107 kph (adequate for a lrm boat).

#39 Ximenet

    Member

  • PipPip
  • Bad Company
  • 34 posts
  • LocationCatalonia

Posted 04 January 2016 - 01:45 PM

My Kit Fox D confirms that LRM light mechs are useful. Maybe doesnt do much damage or dont kill a lot,but at least its psicological versus the enemy hearing a message in his cabin saying "warning,incoming missile" also i did some kills with my pair of 5 CLRMS and still i have ammo left.

http://mwo.smurfy-ne...669b85fd18d8469

This is how i have my Kit Fox D.

Edited by LuxNyx, 04 January 2016 - 01:49 PM.


#40 Fox With A Shotgun

    Member

  • PipPipPipPipPipPipPipPip
  • Bridesmaid
  • 1,646 posts

Posted 04 January 2016 - 10:28 PM

View PostLuxNyx, on 04 January 2016 - 01:45 PM, said:

My Kit Fox D confirms that LRM light mechs are useful. Maybe doesnt do much damage or dont kill a lot,but at least its psicological versus the enemy hearing a message in his cabin saying "warning,incoming missile" also i did some kills with my pair of 5 CLRMS and still i have ammo left.

http://mwo.smurfy-ne...669b85fd18d8469

This is how i have my Kit Fox D.


Assuming you never stop firing, you are firing 10 LRMs every 3.5 seconds, or 170 LRM/min. There is 2070 LRM on that - enough for just over 12 minutes of non-stop fire. You do realise that a match is 15 minutes long, of which the first 2-3 min is usually people getting into position, right? And that most matches end much earlier than that? Not to mention 2 CLRM5 gets chewed up really badly by AMS?

You'd be better served switching two LRM ammo packs for another 2x LRM5. 4x LRM5 lets you (sort of) go through AMS, and lets you get those missiles out in a more timely fashion. 1710 LRMs, dumping 340 LRM/min. It's a more reasonable estimate of LRM usage.

KFX-D

Edited by ArcturusWolf, 04 January 2016 - 10:29 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users